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Trebor

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Everything posted by Trebor

  1. Trebor

    Evercade

    It was news to me, and thought perhaps others may be interested as well, regarding this relatively new system. There is a new ARM-based emulation handheld console which runs reasonably priced ($19.99-$29.99) cartridge collections, called Evercade. It can be played on its internal 4.3 inch LED screen or plug to an HDTV via HDMI. Off battery it runs for ~4-5 hours. The list of games available are Atari 2600 & Atari 7800 first party, Atari Lynx collection, NES third party (I.E. Technos, Data East) titles, collections such as Namco Museum, and other developers (I.E. Piko, Interplay, Jaleco) that includes support for additional systems systems (I.E. Genesis, SNES). The first two Atari collection cartridges - Collection 1 & Collection 2 ($19.99 each) - contain the following Atari 7800 titles: Alien Brigade (7800) [Collection 1] Asteroids (7800) [Collection 2] Basketbrawl (7800) [Collection 2] Centipede (7800) [Collection 2] Desert Falcon (7800) [Collection 2] Food Fight (7800) [Collection 1] Motor Psycho (7800) [Collection 1] Ninja Golf (7800) [Collection 1] Planet Smashers (7800) [Collection 2] There is an Evercade Premium Pack set available on Amazon that contains the system, plus three cartridge collections: Atari Collection 1, Data East Collection 1, Interplay Collection 1. It is selling for $99.99 with free shipping currently. Not too bad of a deal for those who want to play arguably some of the best retail titles for the 7800 with the advantage of handheld and console interchangeability, plus a bunch of good games for other systems. Reviews have been solid both 'professional' and end user (Currently 149 ratings from Amazon with an average of 4.6 out of 5 stars), and state no lag or screen tearing. While not perfect or ideal for all, figured it's worth a mention here.
  2. Ah...I think you are referring to the bilinear video filtering. From the A7800 folder, open the A7800.ini file under notepad (Or any other simple text editor). Change this: To this: Basically, just flip the flag on the video filter option.
  3. The 1KB larger is normal and expected for the *.a78 file compared to their *.bin file counterparts. Header configuration details are placed at the beginning of the *.a78 file, which is the actual difference between the two formats. The *.bin file will not run under A7800. It needs the *.a78 file with the header detail which informs the emulator how the data is laid out. What is meant by the quality looking drastically bad compared to A7800 with ADS? Could you please elaborate? It appears fine when I ran it. Unsure why the forum shows the file size the way it does (512.13), but viewed from the hard drive the *.bin file is 512KB, and the *.a78 file is 513KB.
  4. When running it under A7800 and BupSystem, both end up with the same result. A black crash screen with a stuck high pitch tone playing in the background. The ProSystem emulator does not properly account for and is far too generous with system timings and available clock cycles, among other issues. Dollars to donuts the file would behave exactly the same or very similarly on real hardware and... *Uploads to MCP DevCart* ...it does: On my A1 serial console - black crash screen with the same high pitch tone. Exact same results as A7800 and BupSystem. On my AT 84 serial console - red crash screen with no high pitch tone. Nearly the same results as A7800 and BupSystem. At the very least, don't use and especially don't test under ProSystem - Use BupSystem instead. It contains a interface very similar to the ProSystem emulator, but much closer to hardware accurate emulation.
  5. Trebor

    Rikki & Vikki

    Damn that Misery the Inconvenient, he's at it again!
  6. Indeed; I should have emphasized all recent reports were while backtracking to the beginning.
  7. In ROOM 49, rightly so, Knight Guy cannot passthrough the column and stone starting from the right side. The player cannot proceed further at this height going right: However, ROOM 50, Knight Guys can passthrough the same column and stone starting from the left side. The player can proceed further at this height going left:
  8. Similarly, seeming missing wall pieces in ROOM 60, when traversing back, although the upper right most one appears to be intended due to the stone work that is in front to the left of it:
  9. Below the ceiling/floor separator in ROOM 64 a piece of the wall column is missing:
  10. Upon death and respawning in ROOM 72, Knight Guy is unfairly dropped from above, onto the top of the ladder. This could lead to one or more cheap deaths:
  11. Unsure when this enhancement was performed, nonetheless, making it clear that going left of the waterfall would mean death is appreciated: Some earlier builds, could lead one to believe the step stone to the left was a safe path to follow. The moving water superimposed on top of it, in addition to it being in front of the water fill, creates a depth illusion of the stone being at the forefront while the actual action/movement would take place behind. It is a very nice touch.
  12. For ROOM 98, after completing the task at hand, the floor is extended all the way up to the wall/screen ending... ...upon returning though, the right-most segment portion of the floor is missing: In ROOM 93, while the ladder is fully extended, the game slows down considerably. There's even a brief graphical glitch occasionally. It is experienced both in Knight Guy's movement and the flames' flickering. Seems it may be tied to the current timer implementation for the ladder, as it does not occur when the ladder is extending, compressing, or fully compressed. It also did not occur when the same room was utilized as ROOM 01 in earlier builds (I.E. Beta 09). Slowdown does not occur when in other rooms with a timer, such as the bridge in ROOM 85. There is also no slowdown with ROOM 57, despite platforms engaged on a timer and two sets of flame bursts when backtracking.
  13. My apologies...initially the reply just stated, "Spoilers!!!" and the only portion that showed quoted was my inquiry if I was missing something more. I presumed "Spoilers!!!" was the answer to my question, in that you did not want to reveal more of the game as it would provide too many spoilers. The additionally statement edited in afterwards, about changing the potion location, made it clear what the exclamatory was really in regards to and the respective statement was removed from the prior response feedback.
  14. I did not experience any glitching or slowdown - and the dragon is fantastic; testing the player's patience more than anything else. Am I missing something though? The clock kept ticking up, but I am not seeing anything further to do at this point. *EDIT: Understood.
  15. 1980 thru 1984 here are my top 10 in alphabetical order: ============= 01. Berzerk 02. Donkey Kong 03. Jungle Hunt 04. Mr. Do! 05. Ms. Pac-Man 06. Pandora's Palace 07. Phoenix 08. Rally-X 09. Time Pilot 10. Wizard of Wor Honorable Mentions: Amidar, Arabian, Bagman, Bank Panic, Battle Zone, Bomb Jack, Bosconian, BurgerTime, Bump'n'Jump, Carnival, Centipede, Circus Charlie, Cloak & Dagger, Congo Bongo, Crazy Climber, Crazy Kong (Part II) (Falcon), Crossbow, Crystal Castles, Dig Dug, Disc of Tron, Donkey Kong Jr., Do! Run Run, Elevator Action, Frogger, Galaga, Gorf, Gyruss, Joust, Journey, Jumping Jack, Kangaroo, Karate Champ, Kick, Kick Rider, Kung-Fu Master, Lady Bug, Major Havoc, Make Trax, Mappy, Marble Madness, Mario Bros., Moon Patrol, Monster Bash, Mr. Do's Castle, Pac-Land, Pac-Man, Paperboy, Pengo, Pooyan, Popeye, Punch-Out!!, Q*bert, Robotron: 2084, Route 16, Satan's Hollow, Sinistar, Spy Hunter, Star Wars, Super Pac-Man, Tapper, Tempest, Track & Field, Turbo, Turtles, Tutankham, Up'n Down, Zaxxon, Zoo Keeper. Truth is, it's easier to just pick my top three: Donkey Kong, Ms. Pac-Man, Phoenix. The other seven could possibly be swapped out with any of the honorable mentions if I were to make a list on another day.
  16. Just something to keep in mind gents, during development and testing under emulation, JS7800 currently falls somewhere between ProSystem emulator accuracy and the accuracy of A7800 or BupSystem. Both A7800 and BupSystem are closest when it comes to accurately reflecting console hardware behavior and results. For the record, I have played Alpha 7 several times under A7800 and did not encounter the black screen issue once. Of course hardware testing is always best.
  17. Killing me too...He's selecting the wrong pet.
  18. HA! Just had it occur under BupSystem going up and down between the two boards Broom Cupboard and Memento Mori. I was firing lasers and had also the AI parallel with me: ...Ok...screenshot kind of pointless...LoL...Let me see if I can do it again - this time I'm taking video footage. *EDIT: 30 consecutive minutes back and forth between boards and nothing happened. This is a tough nut to crack.
  19. Hmm...you may be nailing/triggering it really close every time, to repeat it almost half the time playing; 40% is pretty high. I kid you not, I stopped counting after well over a dozen and a half games and it just occurred twice in probably 16+ games. I always hit the first checkpoint computer on Broom Cupboard and head down. I tried toggling between the next two consecutive boards Memento Mori and Descent To Madness and back and forth over and over shooting, not shooting, sporadic pattern, all sorts of ways to try triggering something - but I did not get anything to happen on multiple attempts.
  20. Nothing new to report...but I do have this to show... Nice job on another black/blank screen trigger @-^CrossBow^-...wish we could just find what causes it. I've only seen it once so far, and can't thing of anything out of the ordinary.
  21. Here's a cheat sheet of sorts: NTSC $1x <--> PAL $2x NTSC $2x <--> PAL $3x NTSC $3x <--> PAL $4x NTSC $4x <--> PAL $5x NTSC $5x <--> PAL $6x NTSC $6x <--> PAL $7x NTSC $7x <--> PAL $8x NTSC $8x <--> PAL $9x NTSC $9x <--> PAL $Ax NTSC $Ax <--> PAL $Bx NTSC $Bx <--> PAL $Cx NTSC $Cx <--> PAL $Dx NTSC $Dx <--> PAL $Ex NTSC $Ex <--> PAL $Fx NTSC $Fx <--> N/A - Best nearest PAL $2x PAL $1x <--> N/A - Best nearest NTSC $Dx A 'finalized' version of (and in harmony with) this thread, is here:
  22. By default, A7800 maps Button 1 = Z | Button 2 = C. If remapping has been performed, something to keep in mind is each console temperature and region maintains its own set of controller mappings. So for instance, if the mapping was updated for NTSC Cool, it does not impact NTSC Warm, NTSC Hot, or any of the PAL systems. While in-game, press the 'Tab' key, arrow down to "Console & Controller Inputs", press 'Enter' and it lays out exactly what the current mappings are for the console.
  23. BupSystem has a very similar interface of ProSystem, and miles ahead of it in terms of hardware accuracy. If A7800 interface is not you cup of tea, BupSystem will provide the familiarity accustomed to from ProSystem.
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